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Community Manager

Today we're excited to launch the Elite Dangerous 3.0 beta. We will let you know the approximate time it will go live as soon as possible.

If you have not had a chance to read our 3.0 Open Beta FAQ, please do so by clicking here.

We will be adding notes to the beta test forums soon, with specific instructions on what would help us testing. Your continued support, feedback and testing is absolutely invaluable - thanks for getting involved! We'll post the link in here, too.

When the player is destroyed they are not necessarily returned to the last port they docked at, based on a prioritised list of rules

If players are destroyed when a bounty has been detected they will respawn at a detention centre

Players that join a Multi-crew session in someone else’s ship, and commit a crime, have a corresponding fine/bounty added to their own most valuable ship

Players can store hot modules (modules applied to a ship at the time a crime is committed)

Players can clean ships (and any hot modules applied at the time) through an Interstellar Factor contact by paying the bounty/fine

Players can sell hot ships from the shipyard for a markdown

Access to port services including ship transferring/storage/retrieval/selling are limited if the player docks in a 'wanted' ship (bounties and fines) applicable in that jurisdiction, and where transfer is possible, the cost is increased

Power bounties are issued instead of normal bounties for criminal acts to do with valid Powerplay interactions

Players can see details on fines and bounties in the wanted ships cockpit, the shipyard and the ship transfer screens

New crime recognised: "reckless weapons discharge"

Bounties and fines incurred by players are applied to the ship that the crime was committed in and never go dormant

Interstellar bounties are created when the combined fines and bounties for factions aligned with the same superpower breach a threshold

Missions

Added new Wing Missions that can be shared across a Wing and completed as a group

Mission Depot added where players can accept an applicable mission and deliver the target commodity piece by piece to complete the mission

Mission reward choice

New USS scenarios added

Ships

Added new alien attack craft

Added the Chieftain. More maneuverable than ships of similar size and weight, the Alliance Chieftain from Lakon Spaceways has been designed not only to dish out punishment, but to avoid it. - Horizons only

Added second seat to the Keelback to support Multicrew

Trade Data & Galaxy Map

Galaxy map now indicates its mode when any tab is active

Galaxy Map: Filter by station services

Galaxy Map: Filters added for Thargoid & Guardian sites

More player factions have had a description added in their home system on the galaxy map

Filter for the new 'detention centre' government type (for new detention centre spawning areas)

Galaxy Map: Players can view trade data that they own, by commodity, represented on the galaxy map by colour coded icons

Ability to see at a glance the quality and inventory quantity of materials targeted

Per material storage caps

Increased rewards at Search and Rescue contact

New High Value supercruise targets for pirates to raid

Misc Features

Large number of Commander Journal updates

Consoles

Portuguese language support added for consoles

11 new Achievements for XB1 worth 200G

Bug fixes and Improvements
This update includes well over 1000 fixes for various issues that have been discovered and investigated during the development process.

For the sake of clarity, we have primarily listed below fixes for issues that have been reported to us by the community or other important changes.

Audio

Fixed some audio issues with the Federal Gunship

Fixed some audio distortion that could occur when passing through a Starport's airlock

Fixed issue where Elite NPC crew members would use voice responses meant for Elite targets with targets of all ranks

Camera Suite

Removed a dark background that would appear when opening the main menu while in the Camera Suite

Controls

Fixed issue of more recent PS4 controllers not being recognised as such when used on PC

Fixed some instances of changes to keybindings not being saved after restarting the game

Fixed a throttle issue that occurred when using the Camera Suite

Engineers

Fixed an issue where engineer bases would not always occupy the top position of your Contacts Panel by default

Fighters/Crew

Fixed an issue where hired crew could crash their ships when recalled at crater settlement

Galaxy Map/System Map

Fixed some inconsistent system data for Pekoe

Fixed the missing 'State' field for systems with damaged stations

Fixed the argument of periapsis appearing incorrectly on the System Map

Fixed two systems with duplicate names

Fixed visual issue with planets that could occur after selling restored exploration data

The Galaxy Map can now be freely spun with the mouse in both directions, instead of just to the right

Fixed some texture pop for the stars on the System Map

Fixed inconsistencies between the jump range calculated by the hyperdrive and what's used in outfitting/galaxy map. Should no longer be cases where the route plotter avoids jumps just on the edge of your range that you could technically make

General Fixes & Tweaks

Various text tweaks

Fixed a texture issue in the Teqia QI-T E3-3167 nebula

Fixed a tiling issue with high resolution screenshots

Fixed Onionhead decals that were appearing white

Fixed an issue where incoming calls still came through when voice channels were set to 'off'

Fixed cases where hyperspacing to a system where the most massive star is part of a close binary would result in incorrect arrival positions

Commander stats: Highest Single Reward now updates based upon the greatest total bounty per ship destroyed after this release

Holo-Me Creator

Fixed Holo-Me creator always saying 'Mixed Eyes' even when they match

Adjusted the height of the wraparound visor eyewear

Fixed an issue where 'Asymmetry 01' was set by default even when 'None Selected' was set

Hyperspace/Supercruise

Addressed issue of jumping to a binary star system and dropping too far away from the main star

Installations/POIs/USSs

Patched a hole in the geometry of the Shrogea MH-V e2-1763 Tourist Installation

Moved some shipping containers at the Torno 3 Maclaurin Reach surface base to prevent SRVs from becoming stuck

Fixed issue with the System Map scroll bar resetting when a map pop-up is closed

Fixed the switch tabs buttons appearing incorrectly in the French client in the Holo-me creator

Read messages in your inbox will now display an open envelope icon

VR - PC only

Adjusted the pilot illumination so it proves less distracting when using VR

Fixed a rendering issue with some Sidewinder cockpit panels rendering as transparent when using VR

Weapons & Modules

Fixed an issue where engineered Pack Hound Missiles could not always be restocked correctly

Fixed an issue where some engineered torpedoes were not damaging internal modules correctly

Fixed an issue where guided missiles could remain stationary in space after a conflict

Small adjustments to the position of the penetration sphere (and making it smaller) to better balance High Yield Shell, Deep Cut Payload and Penetrator Munitions specials - these should all be slightly less effective at their best, better on average, and overall show much more consistent results.

Fixed an issue where heat sinks could not be activated when in Supercruise

Fixed an issue where jumping to Supercruise reset the charge provided by a Shield Cell Bank if the charge had not completed before the jump

Updated the description text for the Turreted Flak Launcher for clarity

Fixed an issue where Collector Limpets could explode on the cargo hatch when the vessel was moving

Adjusted the Hatch Breaker Limpet Controller's in-game description

Adjustments made to the Docking Computer to prevent damage during landings

Fixed issue of power priorities in the module tab not listing all priorities

Modifications to existing specials

Autoloader rate increased 25%

Force Shell no longer scatters

Plasma Slug damage penalty reduced from 20% to 10%

Radiant Canister no longer reduces ammo capacity (was 25% penalty)

Shiftlock Canister no longer reduces damage (was 20% Penalty)

Thermal Conduit no longer includes a base damage penalty, but the damage bonuses from the firing ship's heat have been reduced to offset this